As a backer of many Kickstarter projects, I would much rather back a project led by a creative person than a business-oriented project manager (in other words, a producer).
A lot of Kickstarter video game projects have failed to deliver on time, but they were also extremely aggressive in terms of time and money (even if they didn't say so). You cannot make a game today for $500,000 without cutting corners (such as salaries). Even the "massive" amount of money that Broken Age raised would only cover 30 people's salaries for a year. AAA games today have hundreds of people on the payroll, with development cycles of 3-5 years.
I'm not mad that they were over-eager and more than a little naive. A lot of these projects were from people who hadn't made a game since 1998. Game designers like Tim Schafer (and Jane Jensen, Charles Cecil, Aaron Conners and Chris Jones, Al Lowe, Ron Gilbert, Lori and Corey Cole, Ragnar Tornquist and others) should be able to work on what they excel at: making (adventure) games. With some exceptions, they weren't able to do so for more than a decade. It would be nice if all of the games from these projects were released (and were good), but I don't feel any sense of outrage if it doesn't work out that way.
Imagine if creating a painting cost $1 million, and Picasso had spent the last fifteen years of his life twiddling his thumbs instead of pursuing his art. Or better yet, look at Orson Welles's late career, where he could barely get anything produced. If only someone had just handed him a blank check, how many more Citizen Kanes could have been made (or Touches of Evil for that matter)?
There's a lot of outrage when a publisher interferes with an anticipated game, by rushing it to market broken or changing the creative direction or outright canceling it. Kickstarter backers have shown themselves to not have a whole lot more patience, although at least they don't wield as much power. I presume that we've seen the end of adventure games on Kickstarter, given all the bad blood. That's too bad.
Creative endeavors are notoriously difficult to budget and plan and bring in on a deadline, and even more so when it's on the cheap -- in short, shit happens.